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OpenGL 4.0 Shading Language Cookbook

Cookbook

David WolffJuly 2011

With over 60 recipes, this Cookbook will teach you both the elementary and finer points of the OpenGL Shading Language, and get you familiar with the specific features of GLSL 4.0. A totally practical, hands-on guide.

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Book Details

ISBN 139781849514767

Paperback340 pages

About This Book

A full set of recipes demonstrating simple and advanced techniques for producing high-quality, real-time 3D graphics using GLSL 4.0

How to use the OpenGL Shading Language to implement lighting and shading techniques

Use the new features of GLSL 4.0 including tessellation and geometry shaders

How to use textures in GLSL as part of a wide variety of techniques from basic texture mapping to deferred shading

Simple, easy-to-follow examples with GLSL source code, as well as a basic description of the theory behind each technique

Who This Book Is For

If you are an OpenGL programmer looking to use the modern features of GLSL 4.0 to create real-time, three-dimensional graphics, then this book is for you. Familiarity with OpenGL programming, along with the typical 3D coordinate systems, projections, and transformations is assumed. It can also be useful for experienced GLSL programmers who are looking to implement the techniques that are presented here.

Table of Contents

Chapter 1: Getting Started with GLSL 4.0

Introduction

Using the GLEW Library to access the latest OpenGL functionality

Using the GLM library for mathematics

Determining the GLSL and OpenGL version

Compiling a shader

Linking a shader program

Sending data to a shader using per-vertex attributes and vertex buffer objects

Getting a list of active vertex input attributes and indices

Sending data to a shader using uniform variables

Getting a list of active uniform variables

Using uniform blocks and uniform buffer objects

Building a C++ shader program class

Chapter 2: The Basics of GLSL Shaders

Introduction

Implementing diffuse, per-vertex shading with a single point light source

Implementing per-vertex ambient, diffuse, and specular (ADS) shading

Using functions in shaders

Implementing two-sided shading

Implementing flat shading

Using subroutines to select shader functionality

Discarding fragments to create a perforated look

Chapter 3: Lighting, Shading Effects, and Optimizations

Introduction

Shading with multiple positional lights

Shading with a directional light source

Using per-fragment shading for improved realism

Using the halfway vector for improved performance

Simulating a spotlight

Creating a cartoon shading effect

Simulating fog

Chapter 4: Using Textures

Introduction

Applying a 2D texture

Applying multiple textures

Using alpha maps to discard pixels

Using normal maps

Simulating reflection with cube maps

Simulating refraction with cube maps

Image-based lighting

Applying a projected texture

Rendering to a texture

Chapter 5: Image Processing and Screen Space Techniques

Introduction

Applying an edge detection filter

Applying a Gaussian blur filter

Creating a "bloom" effect

Using gamma correction to improve image quality

Using multisample anti-aliasing

Using deferred shading

Chapter 6: Using Geometry and Tessellation Shaders

Introduction

Point sprites with the geometry shader

Drawing a wireframe on top of a shaded mesh

Drawing silhouette lines using the geometry shader

Tessellating a curve

Tessellating a 2D quad

Tessellating a 3D surface

Tessellating based on depth

Chapter 7: Shadows

Introduction

Rendering shadows with shadow maps

Anti-aliasing shadow edges with PCF

Creating soft shadow edges with random sampling

Improving realism with prebaked ambient occlusion

Chapter 8: Using Noise in Shaders

Introduction

Creating a noise texture using libnoise

Creating a seamless noise texture

Creating a cloud-like effect

Creating a wood grain effect

Creating a disintegration effect

Creating a paint-spatter effect

Creating a night-vision effect

Chapter 9: Animation and Particles

Introduction

Animating a surface with vertex displacement

Creating a particle fountain

Creating a particle system using transform feedback

Creating a particle system using instanced particles

Simulating fire with particles

Simulating smoke with particles

What You Will Learn

Compile, install, and communicate with shader programs

Use new features of GLSL 4.0 such as subroutines and uniform blocks

Implement basic lighting and shading techniques such as diffuse and specular shading, per-fragment shading, and spotlights

Apply single or multiple textures

Use textures as environment maps for simulating reflection or refraction

In Detail

The OpenGL Shading Language (GLSL) is a programming language used for customizing parts of the OpenGL graphics pipeline that were formerly fixed-function, and are executed directly on the GPU. It provides programmers with unprecedented flexibility for implementing effects and optimizations utilizing the power of modern GPUs. With version 4.0, the language has been further refined to provide programmers with greater flexibility, and additional features have been added such as an entirely new stage called the tessellation shader.

The OpenGL Shading Language 4.0 Cookbook provides easy-to-follow examples that first walk you through the theory and background behind each technique then go on to provide and explain the GLSL and OpenGL code needed to implement it. Beginning level through to advanced techniques are presented including topics such as texturing, screen-space techniques, lighting, shading, tessellation shaders, geometry shaders, and shadows.

The OpenGL Shading Language 4.0 Cookbook is a practical guide that takes you from the basics of programming with GLSL 4.0 and OpenGL 4.0, through basic lighting and shading techniques, to more advanced techniques and effects. It presents techniques for producing basic lighting and shading effects; examples that demonstrate how to make use of textures for a wide variety of effects and as part of other techniques; examples of screen-space techniques, shadowing, tessellation and geometry shaders, noise, and animation.

The OpenGL Shading Language 4.0 Cookbook provides examples of modern shading techniques that can be used as a starting point for programmers to expand upon to produce modern, interactive, 3D computer graphics applications.

Authors

David Wolff

David Wolff is an associate professor in the Computer Science and Computer Engineering Department at Pacific Lutheran University (PLU). He received a PhD in Physics and an MS in Computer Science from Oregon State University. He has been teaching computer graphics to undergraduates at PLU for over 10 years, using OpenGL.

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Guides you through the most common types of project you'll encounter, giving you end-to-end guidance on how to build your specific solution quickly and reliably.

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